Mouse button not detected with "Fire1" and Colliders

I have a pretty simple tree chopping script, It sends out a raycast and if it touches the tagged tree, then the tree takes away 1hp until the tree hits 0. The only problem, Is that the tree collider only detects the Input.GetButtonDown(“Fire1”) as left control and not left mouse button. Last night when i went to bed, it all worked fine with left mouse button, but now only control works.

I tried switching control and mouse 0, but that didnt work. I also tried only having mouse 0, and that didn’t work. I even tried Input.GetMouseButtonDown(“Mouse0”) and that didn’t work.

Any suggestons?
Script and picture below

#pragma strict

var rayLength : int = 10;

private var treeScript : TreeController;
private var playerAnim : PlayerControl;

function Update () 
{
	var hit : RaycastHit;
	var fwd = transform.TransformDirection(Vector3.forward);
	
	if(Physics.Raycast(transform.position, fwd, hit, rayLength))
	{
		if(hit.collider.gameObject.tag == "Tree")
		{
			treeScript = GameObject.Find(hit.collider.gameObject.name).GetComponent(TreeController);
			Debug.DrawLine( transform.position, hit.point, Color.red, 0.25f ); // renders the line for 0.25 seconds
			playerAnim = GameObject.Find("Arms05").GetComponent(PlayerControl);
			![48391-mouse.png|522x947](upload://18guooRb2Ladno8jvrkvkbxCjx9.png)
			if(Input.GetButtonDown("Fire1") && playerAnim.canSwing == true)
			{
				treeScript.treeHealth -= 1;
			}
		}
	}
}

Not for nothing but why don’t you run this in a “onmousedown” function on your tree? So that you aren’t constantly running it in update?

function OnMouseDown(){
   //treeHealth --;
}

I would just throw an onmousedown function on your object with the collider and manage its life-loss from there, instead of searching your entire scene every time you tap something. And it’ll register the information without the need for raycasting, which’ll also save you processing power.

Try that : if(Input.GetKey(KeyCode.Mouse0) && playerAnim.canSwing == true)